Skip to content

[Issue]: Chunks outside the camera frustum get culled too aggressively. #42

Description

@Norsyd

Description

Beddium Version: 1.2.4-j8
Forge/MC: 1.7.10 Forge
FalseTweaks: 4.4.0
GPU/Driver: Intel(R) Arc(TM) Graphics

Description

Chunks outside the camera frustum get culled too aggressively. When
the camera rotates quickly, edge chunks visibly pop in / flicker for
1-2 frames at the screen border before becoming fully rendered.

Reproduction

  1. Stand in any open area with render distance ≥ 12
  2. Whip the camera left/right quickly
  3. Observe chunks appearing at the screen edge with a 1-frame delay

Tested

  • All terrain config combinations had NO effect:
    • FastFog on/off
    • FastFogAsm on/off
    • ChunkDrawMode Vanilla / Fast (with FastChunkDrawModeFogBias=-16)
    • UseMultiDrawIndirect on/off
    • LockTessellatorMode on/off
    • MEGAChunks 0
  • Setting B:TerrainRendering=false fully eliminates the issue,
    confirming it originates in Celeritas-based chunk culling.

Suspected

Frustum is sampled once per visibility pass; with fast rotation,
chunks that just entered the frustum are not queued before the next
frame draws. Possibly missing a frustum-expansion margin or
double-buffered visibility set.

Attachments

  • Video: QQ20260511-163941-HD.mp4
  • fml-client-latest.log

fml_client_latest.log, and crash reports, if any.

fml-client-latest.log
QQ20260511-163941-HD.mp4

I have submitted the required files

  • I confirm that i have attached the required log files as a github attachment, and not as a pastebin/mclogs link.

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions